Presenting Your Products in Virtual Reality: Do not Underestimate Cybersickness

被引:5
|
作者
Israel, Kai [1 ]
Zerres, Christopher [1 ]
Tscheulin, Dieter K. [2 ]
Buchweitz, Lea [1 ]
Korn, Oliver [1 ]
机构
[1] Univ Appl Sci Offenburg, Badstr 24, D-77652 Offenburg, Germany
[2] Univ Freiburg, Pl Alten Synagoge, D-79085 Freiburg, Germany
关键词
Cybersickness; Virtual reality; Product presentation; User experience; INTRINSIC MOTIVATION; MOTION SICKNESS; PERCEIVED EASE; ACCEPTANCE; EXPERIENCE; CURIOSITY; TELEPRESENCE; ENJOYMENT; FLOW; FUN;
D O I
10.1007/978-3-030-22335-9_14
中图分类号
F [经济];
学科分类号
02 ;
摘要
For e-commerce retailers it is crucial to present their products both informatively and attractively. Virtual reality (VR) systems represent a new marketing tool that supports customers in their decision-making process and offers an extraordinary product experience. Despite these advantages, the use of this technology for e-commerce retailers is also associated with risks, namely cybersickness. The aim of the study is to investigate the occurrence of cybersickness in the context of the customer's perceived enjoyment and the perceived challenge of a VR product presentation. Based on a conceptual research framework, a laboratory study with 533 participants was conducted to determine the influence of these factors on the occurrence of cybersickness. The results demonstrate that the perceived challenge has a substantially stronger impact on the occurrence of cybersickness, which can only be partially reduced by perceived enjoyment. When realizing VR applications in general and VR product presentations in particular, e-commerce retailers should therefore first minimize possible challenges instead of focusing primarily on entertainment aspects of such applications.
引用
收藏
页码:206 / 224
页数:19
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